| name | audio-implementation-plan |
| description | Plan how music, ambience, effects, dialogue, UI cues, spatialization, states, priorities, and runtime controls integrate with product or game behavior. |
Audio Implementation Plan
Use when audio direction must be translated into concrete runtime triggers, states, routing, and asset requirements.
Procedure
- Map user or game states and events that need audio feedback, including entry, exit, interruption, failure, success, transitions, and repeated actions.
- Classify each sound by function: informational, emotional, spatial, diegetic, UI, dialogue, ambience, music, or accessibility support as relevant.
- Define trigger ownership and state logic so audio is driven by authoritative product or game events rather than fragile visual timing.
- Specify concurrency, priority, cooldown, randomization, variation, looping, fades, ducking, and interruption behavior for repeated or competing sounds.
- Define spatialization, attenuation, listener behavior, zones, occlusion, or 2D mix rules where applicable.
- Define buses or groups, loudness targets, dynamic range, and user controls such as master, music, effects, dialogue, and mute behavior.
- List required assets, variants, metadata, and fallback behavior for missing or late-loaded content.
- Validate the plan against runtime and performance constraints and hand implementation ownership to the appropriate engineer or technical audio pipeline.
Decision rules
- Audio should respond to authoritative state, not scrape UI visuals or animation timing when a real event exists.
- Not every event deserves a sound; avoid cue saturation.
- Repeated sounds need explicit variation and concurrency policy to prevent fatigue.
- User volume and mute preferences are part of the contract.
Quality gate
The plan is implementation-ready when every material cue has a trigger or state owner, concurrency and transition behavior are explicit, spatial, mix, and user-control rules are defined, asset requirements are known, and engineers can wire audio without inventing product behavior.